Messages - Stefan

Glare Technologies is proud to announce the release of Indigo Renderer version 3.0 and Indigo RT. This update brings many usability refinements and improvements to the rendering engine, and to celebrate its release we're running a 33% off sale until 11th of July.

Indigo Renderer 3.0 is a generational improvement on all fronts: real-time scene editing, GPU acceleration, render queue support and many other impressive changes lie under the hood!

Brink - we're still looking at it, but nothing new to report. Higher resolution (2560x1600) AMD 6970 scores look decent to me...Catalyst 11.6 is definitely newer than the 11.5b hotfix (full notes will be available tomorrow)When installing new CAPs always be sure to reboot the system after (for the people with Witcher 2 issues in Cat 11.5 CAP5)Catalyst 11.6 will be released tomorrow ! (will have mouse cursor fix ) Cat 11.6 CAP1 will come in a couple days too

We are pleased to release a new stable version of LuxRender. This is the first release to feature a somewhat usable GPU acceleration, but it's not yet complete (limited to path integrator with single light sampling). We have great plans to extend this support for v0.9.

Security update regarding an integer overflow in xspf demuxer Rewrite of the pulseaudio audio output module Update of libmodplug for security reasons in Windows and Mac versions Major updates in most language translations

Removal of the font-cache re-building on the freetype module on Windows Numerous updates and fixes on the interface and look of VLC for Mac OS X Many miscellaneous fixes in decoders, demuxers and subtitles 3rd party libraries updates

AMD announced the opening of a new research and development (R&D) center in Israel, located in the Tel-Aviv area. A world class team of highly talented software engineers is working on the latest heterogeneous computing technologies for the next generation of parallel computing platforms. This announcement follows AMD's recent acquisition of Graphic Remedy, a renowned Israeli startup company specializing in development tools for heterogeneous computing and 3D graphics.

MALMÖ, SWEDEN - MAY 23, 2011 NenaMark2, a new benchmark from Nena Innovation AB, was released today and is available for OpenGL|ES 2.0 equipped Android phones, free of charge, at http://www.nena.se or Android Market. NenaMark2 is a re-designed and upgraded version of the popular NenaMark1 benchmark deploying a large set of graphical effects to challenge the latest generation of GPUs with a realistic workload without running into framerate limits.

NenaMark2 helps consumers find great gaming devices and provides comparison charts based on real-life data as reported by its users.

CUDA 4.1 for improved performance in GPU Computing applications. See CUDA for more details. NVIDIA Control Panel Updates Display Revised the ‘Adjust Desktop Size and Position,’ page to provide improved controls for desktop scaling and resizing. Includes a preview window. Available for all displays (including VGA and HDMI connections). Scaling override option Workstation Under Windows Vista/Windows 7, the Set up SLI Mosaic page uses the same controls as the Set up Mosaic page. Display Support Added 10-bit Grayscale through DVI for Windows 7 - enables 10-bit Grayscale through DVI for supported monitors such as proprietary medical displays. G-Sync for Direct3D applications Enable Direct3D applications to synchronize back buffer presents across multiple GPU's in one system or multiple systems. Multi-Window and Full-Screen applications are supported. Requires NVIDIA G-Sync II and supported Quadro boards, see http://www.nvidia.com/page/quadrofx_gsync.html for more information. ODE Driver The R275 drivers are the first ‘Optimal Drivers for Enterprise’, a release dedicated to relatively long term stability for ISV certification, OEMs, and Enterprise customers.New APIs

Recent developments in GPU technology are becoming a counterculture shift away from expensive and resource-intensive traditional CG pipelines. Part of this revolution is MachStudio Pro 2 from StudioGPU which serves as a real-time compositing and finalising system for lighting materials, camera work and final rendering. Bucking the trend of previous versions, that carried a hefty price tag, the full version is available for free.

Matali Physics 1.5 and Matali Physics Pro 1.5 are now available. New engine editions add an out-of-the-box support for web browsers through the Silverlight 5 beta. See the Matali Physics online demo using the IE9 web browser with Silverlight 5 beta plugin! Both editions also introduce support for non-static concave triangle meshes, heightmaps and fluids.

GDC 2011 - Maximizing Your Play SpaceThis presentation explains how to take advantage of your player's available space in single player and multiplayer scenarios, how to tilt the sensor effectively, and how to handle things gracefully when all else fails.

To celebrate the official release of Internet Explorer 9 we’ve made this special website in collaboration with jsdo.it, the site that allows you to write and share HTML5, CSS and JavaScript, right on your browser.

Whether you’re working with game engine software or development hardware, lowering your milliseconds per frame gets you better performance and a more immersive experience.

• When you've got to write game engine code that scales and remains core-count independent, tasking is just the trick. Tasking allows you to increase the number of animating objects that scale efficiently without specializing the code to the core count. Efficient scaling and core independent—we call that sexxxay!

• Old-fashioned spinning hard disk drives (HDDs) are the equivalent of lumbering dinosaurs, doomed to extinction. After installing Intel® SSDs, the Ubisoft development team working on Assassin's Creed: Brotherhood* was amazed. Find out about a new game feature enabled solely by SSDs.

Dr. Lee Howes about his session, “The AMD Fusion APU Architecture – A Programmers Perspective // Programming Models for Heterogeneous Computing.” Lee is a parallel compute expert who works on the APU runtimes team defining how high level programming models will map onto current and future APU architectures. Here’s what he had to say.